4th Edition D&D Rogue Paragon Paths

Michael Strauss
During the early levels of a 4th edition Dungeons & Dragons (D&D) character, the character's abilities are limited to those choices available from the initial class selection. When the character reaches 11th level, the character chooses a paragon path that focuses the abilities and skills of the character and more strongly defines the unique attributes of the character. Each class has access to roughly a dozen paragon paths and can alternately choose paragon paths belonging to other classes through the use of the multi-classing mechanic. Described and rated below are the rogue paragon paths from the Player's Handbook (PHB) and Martial Power (MP).

Cat Burglar (PHB) - This is a rather defensive paragon path with a few non-combat oriented abilities. None of the abilities are actually bad, though the path does little to improve striker efficiency. Rating: B

Daggermaster (PHB) - For a rogue that fights with a dagger, no better paragon path exists, in terms of combat effectiveness. This path greatly improves the damage of a rogue and is also a solid choice for a dagger wielding ranger or tempest fighter. Rating: A+

Master Infiltrator (PHB) - This stealth oriented paragon path is a reasonable choice for rogues that prefer to have both ranged and melee options. The ability to turn invisible regularly synergizes well with the bonuses to stealth and movement skills. It certainly isn't the best in terms of combat efficiency, but it is well balanced. Rating: B-

Shadow Assassin (PHB) - Among paragon paths in the PHB, only daggermaster is more offensively oriented. For rogues using a rapier, this is one of the best choices for high damage paragon paths. Rating: A-

Cloaked Sniper (MP) - The abilities of this paragon path for crossbow wielding rogues are all interesting, but generally not very powerful and some only work when others do not. Overall, it is simply a little to situational a path to be good in general. Rating: D+

Daring Acrobat (MP) - Rapier wielding, charging brutal scoundrel rogues are actually remarkably effective and this paragon path simply improves that efficiency. All of the path features are excellent and only the utility power is mediocre. Rating: A-

Death Dealer (MP) - With a number of surprisingly leader-like powers, this paragon path provides an interesting mix of offense and defense to rogues, especially rogues that use multi-weapon damage powers. This path is probably best in a party with multiple controllers, due to the saving throw penalizing class feature. Rating: C+

Dread Fang (MP) - This drow only paragon path works best for drow that wield a hand crossbow and a light weapon. As this combination of weapons is mostly inefficient, this paragon path is rather weak and similar or better offense can easily be found in other paragon paths. Rating: D

Flying-Blade Adept (MP) - The class features and powers on this light thrown weapon oriented class are purely mediocre. While the abilities synergize well with each other, each one is independently weak and the whole is simply mediocre. Rating: D+

Guildmaster Thief (MP) - This unusual paragon path allows a rogue to provide leader-like benefits to allies. With the right party mix, the offense provided can actually be quite effective, but in most parties, there will be little benefit. This is the type of paragon path that a party should plan for at character creation. Rating: C-

Halfling Quickblade (MP) - This path is primarily defense oriented with a mild offensive boost. For already highly defensive halfling rogues, the path is mostly unnecessary. If not for the wording of the first class feature, this might actually be a good choice warlords or bards, but due to the need to have First Strike and Sneak Attack, only rogues can benefit. Rating: D-

Master Spy (MP) - This paragon path has remarkably situational powers and path features. When such situations do arise, the path is incredibly powerful, but most of the time there is little advantage. In a campaign with large numbers of demons or devils, this is a good choice. Otherwise the path should be avoided. Rating: D

Rakish Swashbuckler (MP) - This unusual paragon path allows a rogue to partially act as a defender. For a party without a defender or with a defender that can't mark multiple targets, this may be a good choice to provide additional protection. Also, tempest fighters may get good benefit from the increased defense and ability to mark for an entire encounter that can be gained from this path. Rating: C-

Raven Herald (MP) - Rogues with this paragon path are even more deadly to undead than clerics. For a campaign that focuses on undead, this is truly excellent. In more traditional campaigns, this is simply an average paragon path. Rating: B-

Strong-Arm Enforcer (MP) - The one major benefit of this paragon path that focuses on rattling attacks is the ability to mark enemies. In a defender light party, this may be critical to party survival, especially because the path provides temporary hit points and bonus damage. Normally, it is a suboptimal path. Rating: D+

Tiefling Hellstalker (MP) - There is absolutely nothing in this tiefling only paragon path that makes is a better choice than master infiltrator, which provides similar abilities to turn invisible. It should be avoided at all costs. Rating: F

Published by Michael Strauss

As both a person and a writer, I am still discovering myself. I attended Carnegie Mellon University, first as a computer science major, and eventually graduated with a degree in logic and computation with a...  View profile

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